Psychonauts Walkthrough :

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Walkthrough - Psychonauts FAQ

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PSYCHONAUTS (PC version) FAQ/WALKTRHOUGH
V1.00 2005-06-07
(c)2005 Barry Scott Will
This work is licensed under the Creative Commons Attribution-ShareAlike
License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/2.0/
or send a letter to
Creative Commons
559 Nathan Abbott Way
Stanford, California 94305, USA.
Psychonauts is (c)2005 Double Fine Productions.
This FAQ/Walkthrough is not endorsed by, nor is the author associated with,
Double Fine Productions.
________ ________
/ \ / \
/ \ / \
/ \ / \
| | ___ | |
| TABLE OF |-/ \-| CONTENTS |
| | | |
\ / \ /
\ / \ /
\________/ \________/
[1] Game Overview
[2] Gameplay
[2.1] Controls & Moves
[2.2] Psi Powers
[2.3] Items
[3] Item Collecting
[3.1] Psi Markers
[3.2] Psi Cards
[3.3] Scavenger Hunt
[3.4] Brains
[4] Walkthrough
[4.1] Kid's Cabins
[4.2] Basic Braining
- Obstacle Course 1
- Obstacle Course 2
- Obstacle Course Finale
[4.3] Main Campgrounds & Parking Lot
[4.4] Sasha's Shooting Gallery
- Brain Tumbler Experiment Pt. 1
- Sasha's Shooting Gallery
- Brain Tumbler Experiment Pt. 2
[4.5] Milla's Dance Party
- The Lounge
- The Race
- The Party
[4.6] Scavenger Hunt
- Boathouse & Beach
- GPC & Wilderness
- Reception
- Main Campgrounds & Kid's Cabins
- Brain Tumbler Experiment Pt. 3
[4.7] Lungfishopolis
[4.8] Milkman Conspiracy
- The Neighborhood
- The Book Depository
- Return to the Neighborhood
- The Milkman
[4.9] Gloria's Theater
- Asylum Grounds
- The Stage
- The Catwalks
[4.10] Waterloo World
- Asylum Lower Floors
- Waterloo World
[4.11] Black Velvetopia
- Running Against the Bull
- Edgar's Sanctuary
[4.12] Asylum Upper Floors
- Upper Floors
- Dr. Loboto's Lab
[4.13] Meat Circus
- Psychoblaster Death Tank
- Tent City
- Tunnel of Love
- Butcher Battle #1
- The Big Top
- Final Boss Battles
[5] Version History & Credits
To jump to a specific topic, open the Edit menu and choose Find in this
Page (or just press Control-F) and enter the bracketed number, including
the brackets. For example, enter [4.2] as the search text to jump straight
to the walkthrough for Sasha's Shooting Gallery.
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/ \ / \
/ \ / \
| | ___ | GAME |
| [1] |-/ \-| OVERVIEW |
| | | |
\ / \ /
\ / \ /
\________/ \________/
Welcome to the twisted world of Psychonauts. The hero of this game is a boy
named Razputin, or Raz. A natural psychic, Raz escaped the circus and his
abusive father to journey to a camp for psychic children: Whispering Rock
Psychic Summer Camp. At Whispering Rock, young psychics are trained to
become Psychonauts--secret agents in charge of cleaning up the world's
mental mishaps.
But, something sinister is afoot, as campers turn up missing their brains.
It's up to Raz--with a little help from an assorted cast of strange people
and even stranger creatures--to find the missing brains and restore mental
peace and order to Whispering Rock.
You control Raz through the environs of Whispering Rock--the real world--
and through the minds of various denizens of Whispering Rock--the dream
worlds. Most gameplay takes place in the dream worlds, as you use Psycho-
Portals to project your astral self into minds. If you think the real world
is strange, wait until you get a look at some of the literally twisted
dream worlds.
Each dream world is completely unique: from an orderly, cubist mind to the
varicolored world of a painter of black velvet. Each level has its own
challenges and puzzles and requires a mixture of skillful control and
strategic thinking. No two worlds are alike, and the game will in turn
challenge and amaze you.
Your health is measured in two ways: mental health and astral projection
layers. Your mental health is represented by a series of brains shown in
the upper left of your screen. Each brain represents 4 points of health,
and various enemies will remove one or more points of health on each hit.
As you progress through the game, you will increase the maximum number of
health points you have.
You also have astral projection layers, which are analogous to lives in
most games. Each time you lose all your mental health, you lose one astral
projection layer. When you lose all your mental health and you have no more
astral projection layers, the game either ends (if you are in the real
world); or, you are kicked out of the mind you were in and you must start
over again from the beginning. As you play, you can pick up additional
astral projection layers (new lives) as well as increase the number of
ASL's you can have at once.
Pressing the JOURNAL key opens up a set of menus where you can view your
current progress. The first page of your journal is the game menu, and
contains Options, Load, Save and Quit. On the second page you can view the
number of items you have collected in the current area and the total number
that are available. The third page shows your overall progress in the game,
including your rank, how many items you have collected, etc.
Page four of the journal is your To Do list showing your current task(s).
Page five allows you to watch unlocked cinematic scenes; and, page six
contains the map (real world only). When in Whispering Rock camp, you can
view the area you are in and the location of your next objective.
Like any game of this type, there are numerous items to collect as well as
enemies to defeat. And, like most games, you should break as many items as
you can to collect power-ups. Read on, then, for a full description of
everything you need to know about Psychonauts...
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| | ___ | |
| [2] |-/ \-| GAMEPLAY |
| | | |
\ / \ /
\ / \ /
\________/ \________/
~~~~~~~~~~~~~~~~~~~~~~~~
[2.1] CONTROLS & MOVES
~~~~~~~~~~~~~~~~~~~~~~~~
Psychonauts is a "platformer"--i.e. an arcade-style game that features lots
of jumping, floating, sliding and other acrobatic moves. Unless you are
very comfortable using a keyboard for this type of game, a gamepad with two
analog joysticks, a D-pad and at least 10 buttons is recommended. You will
most likely have to remap certain functions on your gamepad.
In this guide, controls will be referred to by their primary function.
Those functions are listed here along with the default key when using the
keyboard and mouse, and a recommended button/stick for your gamepad.
JUMP Raz jumps; pressing again in mid-air
Key: SPACE causes a double-jump; also used as the
Gamepad: Left shoulder ENTER key in menus
ATTACK On the ground, performs a punch; while
Key: Left mouse in the air, performs a Psi Bomb; an upgrade
Gamepad: Right shoulder received at rank 35 increases the power of
the bomb if you repeatedly press ATTACK
while in the air
USE Uses an item currently held in Raz's
Key: F hand, activates switches, opens doors,
Gamepad: Button 4 talks to other characters, etc.
MOVE Moves Raz; in menus, selects different
Keys: W (up), S (down) options
A (left), D (right)
Gamepad: Left joystick
CAMERA Zooms (up/down) and rotates (left/right)
Keys: Numpad the camera
8 (up), 2 (down)
4 (left), 6 (right)
Gamepad: Right joystick
CANCEL Cancels a power (such as levitation),
Key: X breaks cutscenes, exits menus, etc.
Gamepad: Left trigger
LOCK/FLOAT Locks targeting onto an enemy, or,
Key: Left shift in mid-air, activates the Levitation
Gamepad: Right trigger Balloon (once you've obtained the
Levitation power)
INVENTORY Opens your items inventory so you can
Key: Left bracket [ select an item to USE; select the item
Gamepad: Left D-pad with your MOVE keys, then press USE to
equip the item; your inventory may contain
more than one page of items--press the
right bracket ] or right D-pad while on
the first page to view the second page
PSI POWERS Opens your Psi Powers menu so you can
Key: Right bracket ] select a Power for slot 1, 2 or 3; select
Gamepad: Right D-pad the power with your MOVE keys and then
press the key corresponding to the slot
where you want to place the power
PSI POWER 1 Activates the Psi Power in slot 1
Key: Right mouse
Gamepad: Button 1
PSI POWER 2 Activates the Psi Power in slot 2
Key: Q
Gamepad: Button 2
PSI POWER 3 Activates the Psi Power in slot 3
Key: E
Gamepad: Button 3
JOURNAL Pauses the game and opens your journal
Key: ESC where you can view menu options, your
Gamepad: Button 9 To-Do List, number of items collected,
a map (real world only), etc.
FREE LOOK Activates First Person look mode,
Key: Middle mouse use the CAMERA controls to look around
Gamepad: Button 10
STATS Displays Raz's mental health, number of
Key: TAB Astral Projections, rank, figments,
Gamepad: Button 11 Psi Cards, and arrowheads
RAZ'S MOVES
~~~~~~~~~~~~~
Raz, as a refugee circus performer, has a number of acrobatic moves.
JUMP
Raz can jump around very well. When in mid-air, Raz can summon a blast of
psychic energy to propel himself higher. Press JUMP to jump once; press
JUMP again in mid-air to double-jump. (Note: the double-jump does not work
when riding the Levitation Ball.)
SWING
Raz can swing from various objects.
From stationary objects, such as poles or ropes, Raz can swing around the
object and then jump off. To grab a stationary object, jump toward it. To
swing from a stationary object, press and hold MOVE in the direction Raz is
facing. When Raz is fully swinging around the object, press JUMP to
release.
Raz can also swing from moving objects, such as a trapeze. To swing from a
moving object, jump toward the object to grab it. Press MOVE in the
direction Raz is facing to start swinging, then press MOVE in the opposite
direction to swing back. Continue using MOVE in a back-and-forth motion
until you've achieved maximum height and then press JUMP to release.
On any type of swinging object, you can press CANCEL to simply let go and
drop off.
SLIDE
Raz can slide down various objects, including ropes, banisters, logs, etc.
Simply jump on the object and Raz will begin sliding. You can jump and
double-jump while on the slide, just be sure to land on the slide again.
You can also jump from one slide to another if there are two or more slides
running parallel. Press JUMP and left/right movement keys to switch
"tracks".
TIGHTROPE
Raz can balance himself well enough to walk over various ropes. Simply MOVE
across the rope. To drop down so you are holding the rope with your hands,
press CANCEL. To get back on top of the rope, press JUMP. Tightrope walking
is actually pretty easy as you can't fall off once you are on the rope. The
difficult part can be getting on the rope, especially if you are jumping
onto it.
SHIMMY
Raz can hand-walk along ledges, ropes, poles, etc. For ledges, carefully
step off the ledge and Raz will drop down and grab the ledge with his
hands. When on top of a rope, press CANCEL to drop and hold the rope with
your hands. Then press MOVE left or right to shimmy along. Press JUMP to
get back on top of the object, or press CANCEL to let go.
~~~~~~~~~~~~~~~~~~
[2.2] PSI POWERS
~~~~~~~~~~~~~~~~~~
As Raz advances (gains rank), he will learn various Psychic Powers or
receive upgrades to his current powers. The ranks at which you earn powers
or upgrades are:
Rank Power
10 Pyrokinesis
20 Telekinesis
30 Invisibility
35 Palm Megabomb--press ATTACK repeatedly to increase the power
of your Palm Bomb
40 Chain Blast--hit up to three enemies with one Psi Blast
45 Thermal Detonation--Pyrokinesis causes an explosion
50 Wrecking Ball--when you're at full speed on the Levitation Ball,
you damage any enemies you hit
55 Offensive Shield--melee attackers bounce off your Shield
60 Advanced Invisibility--Invisibility lasts twice as long
65 TK Extension--range of Telekinesis is extended
70 Super Chain Blast--hit up to six enemies with one Psi Blast
75 Rolling Havoc--your Levitation Ball is a weapon as soon as
you begin rolling
80 Ferocious Aura--melee attackers bounce off your Shield and are
damaged by the Shield
85 Sensory Scramble--Confusion lasts twice as long
90 Regeneration--mental health slowly regenerates
95 Unlimited Ammo
100 Bonus movie
Other powers and upgrades are earned as part of gameplay and are not based
on rank. When you earn a Power at ranks 10, 20 and 30, you have to go visit
Ford Cruller in his secret sanctuary to receive the merit badge allowing
you to use the power.
CLAIRVOYANCE
~~~~~~~~~~~~~~
Obtained: Boyd's refrigerator at the beginning of the Milkman Conspiracy
This power allows you to see through another character's or object's eyes.
Objects in your inventory that will reveal something with Clairvoyance will
show an eye icon. Equip the item and use Clairvoyance to receive special
cutscenes or get a hint about how to use the object. There are also a few
situations where you must use it to see in an otherwise pitch black area.
CONFUSION
~~~~~~~~~~~
Obtained: From Dingo the matador in Black Velvetopia
Raz can throw Confusion bombs that stun enemies. Your bombs are limited and
you have to collect more, just like aggression clusters for your Psi
Blasts. Raz also takes a couple of seconds to pull out the Confusion bomb
and throw it, so don't use them against moving opponents. This power is
mainly used for a few boss battles near the end of the game.
Upgrade: Sensory Scramble
Obtained: Rank 85
Confusion lasts twice as long.
INVISIBILITY
~~~~~~~~~~~~~~
Obtained: Rank 30
When invisible, you can still see the outline of Raz's goggles; but,
enemies can't see you. You can use this power to slip through guarded doors
or sneak up on enemies. Invisibility is limited in duration; you can watch
the Invisibility icon on screen to see time running out. Once used, you
have to wait for it to recharge before using it again. Watch the icon to
see when the power is recharged.
Upgrade: Advanced Invisibility
Obtained: Rank 60
Your Invisibility power will last twice as long.
LEVITATION
~~~~~~~~~~~~
Obtained: Complete Milla's Dance Party
This power doesn't actually allow you to fly, but it comes close. On the
ground, activating Levitation puts you on top of a ball that moves you
along at great speed and allows very high jumps. In mid-air, you can press
LOCK/FLOAT to float a short distance while hanging from the ball (sort of
like holding onto a helium balloon). You can activate the Levitation
Balloon any time you are in the air, even if you are not using the
Levitation Ball to jump. The Balloon also allows you to ride moving air,
for example, floating upward in chimney smoke. You should set Levitation to
one of your Psi Power slots (2 or 3) and leave it there for all but a
select few boss battles.
Upgrade: Wrecking Ball
Obtained: Rank 50
This upgrade turns your Levitation Ball into a weapon. When rolling at full
speed on the Ball, hitting an enemy or object does as much damage as one of
your Psi Punches.
Upgrade: Rolling Havoc
Obtained: Rank 75
Rolling Havoc is an upgrade to your Levitation power that turns your
Levitation Ball into a Wrecking Ball as soon as you start rolling--you no
longer have to be going full speed in order to use your Ball as a weapon.
MARKSMANSHIP
~~~~~~~~~~~~~~
Obtained: Complete Sasha's Shooting Gallery
Set this to Psi Power slot 1 and leave it there, you'll use it frequently.
Marksmanship allows you to shoot blasts of psychic energy at your foes (Psi
Blasts). You can use the LOCK/FLOAT button to target and lock on to a
specific enemy and then blast it.
In order to fire Psi Blasts, you must be aggressive. You can collect
aggression clusters that act like bullets. You can increase the number of
shots you can hold at one time by collecting Ammo Up trophies in various
levels.
Upgrade: Chain Blast
Obtained: Rank 40
Your Psi Blasts ricochet and hit up to three enemies.
Upgrade: Super Chain Blast
Obtained: Rank 70
Your Psi Blasts ricochet and hit up to six enemies.
PYROKINESIS
~~~~~~~~~~~~~
Obtained: Rank 10
With Pyrokinesis, you can set certain objects (including enemies) on fire.
When "looking at" an object (the object is highlighted), press and hold the
Pyrokinesis button. A temperature gauge will show on screen; when it is
full, the object will catch fire. Pyro is slow and only useful in limited
situations.
Upgrade: Thermal Detonation
Obtained: Rank 45
When using Pryo on an object, there will be an explosion of fire that sets
surrounding objects on fire as well.
SHIELD
~~~~~~~~
Obtained: From a freedom fighter in Lungfishopolis
At its most basic level, the Psychic Shield prevents Raz from being
damaged. Certain types of energy attacks will be deflected back to the
attacker. The Shield is limited in duration, you cannot hold it up forever.
Upgrade: Offensive Shield
Obtained: Rank 55
Enemies that use a melee attack against you while you are shielded will be
thrown back.
Upgrade: Ferocious Aura
Obtained: Rank 80
Enemies that use a melee attack against you while you are shielded will be
thrown back and damaged.
TELEKINESIS
~~~~~~~~~~~~~
Obtained: Rank 20
Raz can grab objects with his mind and either pull them toward himself or
fling them away.
Upgrade: TK Extension
Obtained: Rank 65
Increases the range of your TK power.
~~~~~~~~~~~~~
[2.3] ITEMS
~~~~~~~~~~~~~
Item: Arrowhead
Usefulness: Necessary
Obtained: Everywhere
Arrowheads are the currency of Psychonauts. You need arrowheads to buy
items at Ford Cruller's camp store (located in the main lodge). You'll need
arrowheads in the Black Velvetopia level to buy paintings.
In the real world, arrowheads are buried in the ground. Those close to the
surface release a glowing, purple Psitanium gas. Stand near the gas and
press USE to dig up the arrowhead. More valuable arrowheads are buried deep
beneath the surface and require the dousing rod to find.
In dream worlds, arrowheads are released by broken objects and defeated
enemies.
Item: Cobweb Duster
Usefulness: Necessary
Obtained: Camp Store (800 arrowheads, rank 20)
The cobweb duster travels with you from the real world to the various dream
worlds you visit, While in the dream worlds, you can clear the mind of
cobwebs. Take these cobwebs to Ford Cruller's lab and turn them into Psi
Cards, which can then be turned into Challenge Markers. Certain dream
worlds require the cobweb duster in order to advance.
Early in the game, you'll be given a task to buy the cobweb duster. You
first have to buy the dousing rod so you can collect enough arrowheads to
purchase the duster.
Item: Dousing Rod
Usefulness: Necessary
Obtained: Camp Store (50 arrowheads, rank 10)
The dousing rod is used to find and extract deeply buried arrowheads. The
deep arrowheads are purer Psitanium and much more valuable. Run around the
campgrounds with the dousing rod equipped listening to the sound. It will
become very high-pitched when near a deep arrowhead. Triangulate near the
exact spot where the arrowhead is buried and rapidly press USE to extract
the arrowhead. It's frustrating to use at first, but once you get the hang
of it you can rapidly rack up cash.
Item: Figments
Usefulness: Necessary
Obtained: Various spots in the dream worlds
As you travel through dream worlds, you can collect figments of the
person's imagination. Each 100 figment points is worth one Psi Cadet rank
(each figment is worth from one to 9 or more points, depending on the
world). There are thousands of figment points to be found and dozens of
ranks to be gained. While you only need to go after every figment if you
intend to get to rank 100, you should not skimp on collecting at least the
more obvious figments scattered along your path.
This guide will not detail the location of every figment in the game. Most
are quite obvious. Certain hidden figments will be mentioned in the
walkthrough, if they are difficult to find.
Item: Bacon
Usefulness: Essential
Obtained: From Ford Cruller
Using the bacon allows you to summon an astral projection of Ford Cruller.
You can get advice from him on beating certain enemies, achieving your
goals or return to his lab so you can make item collection runs or turn in
campers' brains. After regrouping at HQ, Ford will send you back to the
starting point of the area you were in when he extracted you.
Item: Baggage
Usefulness: Essential
Obtained: Various spots in the dream worlds
Within each mind you visit you will find five pieces of baggage: 50 in all
through the course of the game. Each level has a dufflebag, hatbox, steamer
trunk, purse and suitcase. Each bag has an associated tag. You must find
each tag and bring it to the matching bag; this is called "sorting mental
baggage". Sorting all the baggage in a mind will gain you one cadet rank
and unlock some concept art.
Item: Psi Challenge Marker
Usefulness: Essential
Obtained: Various spots in the real world
Each Psi Challenge Marker is worth one rank. You don't have to collect all
of them; but, you should make an effort to pick up as many as you can in
order to have the strength to complete the game.
Item: Psi Card
Usefulness: Essential
Obtained: Various spots in the real world
You don't have to collect all the Psi Cards; but, like Challenge Markers,
you need to pick up as many as you can. Each nine Psi Cards is worth one
Challenge Marker (or one rank) when you combine the nine cards with a Psi
Core. You combine the Cards and Core in Ford Cruller's lab.
Item: Psi Core
Usefulness: Essential
Obtained: Camp Store (10 arrowheads)
You need to buy Psi Cores in order to turn Psi Cards into Challenge Markers
(worth one rank).
Item: Crow Feather
Usefulness: Convenient
Obtained: From GPC & Wilderness area next to the exit to the Beach
Or by punching crows
When you equip the crow feather and cast Clairvoyance, you can see through
the eyes of nearby crows. This makes finding some items a bit easier, but
thorough searching serves just as well. (Or using this guide...)
Item: Dream Fluff
Usefulness: Convenient
Obtained: Camp Store (50 arrowheads)
Dream fluffs are candy that fully restore your mental health. If you ever
run out of health and have at least one dream fluff in inventory, you will
automatically use it to restore your health. You can hold up to three
fluffs in inventory at one time. While not essential to beating the game,
having an instant save-from-death candy in your pocket is quite handy.
Item: Mental Magnet
Usefulness: Convenient
Obtained: Camp Store (400 arrowheads, rank 15)
The Mental Magnet attracts power-up items dropped by enemies or broken
scenery: mental health increases, aggression clusters, arrowheads and
confusion grenades. While you don't need the Magnet, it makes collecting
power-ups much easier and more efficient.
Item: Psi Colorizer
Usefulness: Useless
Obtained: Camp Store (250 arrowheads, rank 30)
Allows you to change the color of your levitation ball, in case you don't
like the default orange-red color. A waste of arrowheads unless you've
nothing else to buy and you're vain. To change the color of your levitation
ball, you must talk to Ford Cruller by using the Bacon when not in
Cruller's lab.
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/ \ / \
/ \ / \
/ \ / \
| | ___ | ITEM |
| [3] |-/ \-| COLLECTING |
| | | |
\ / \ /
\ / \ /
\________/ \________/
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[3.1] PSI CHALLENGE MARKERS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
KID'S CABINS
~~~~~~~~~~~~~~
* Use the trampoline to reach the roof of a cabin. Walk halfway across the
tightrope, then drop down to grab the tightrope with your hands (CANCEL
button). Swing to the trapeze, then to the high trampoline. Jump up to
the ladder and climb to get the Marker.
MAIN CAMPGROUNDS & PARKING LOT
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* The Challenge Marker is on the roof of the lodge. There are three
speaker platforms that have tightropes over to the lodge roof.
Just climb a pole and walk across.
GPC AND WILDERNESS AREA
~~~~~~~~~~~~~~~~~~~~~~~~~
* On top of a tree to the southeast of the center geodesic dome. Levitate
jump and float to it and climb the vines.
* Inside the old shack near Ranger Cruller. Levitate jump into the hole
in the roof.
BOATHOUSE AND BEACH
~~~~~~~~~~~~~~~~~~~~~
* On top of a large rock near the water. Levitate jump from the nearby
ledge.
RECEPTION AREA
~~~~~~~~~~~~~~~~
* Inside a small cave near the waterfall. Levitate jump from the waterfall
or try jumping across the old track supports after riding the rails out
of the opposite mining tunnel.
ASYLUM GROUNDS
~~~~~~~~~~~~~~~~
* Outside the main gates, on a ledge to the left of the gates
ASYLUM LOWER FLOORS
~~~~~~~~~~~~~~~~~~~~~
* On the rafters of Edgar's room. Levitate jump up to it.
ASYLUM UPPER FLOORS
~~~~~~~~~~~~~~~~~~~~~
* Over some pipes at the top of the green sludge room. Double-jump
and float from the end of the curving hallway.
~~~~~~~~~~~~~~~~~
[3.2] PSI CARDS
~~~~~~~~~~~~~~~~~
KID'S CABINS
~~~~~~~~~~~~~~
* Right beside Raz's cabin
* In the outhouse next to Raz's cabin
* On the roof of Raz's cabin
* On the roof of the cabin next to the trampoline
* Under the ramp to Coach Oleander's classroom
* In front of the cave entrance
* Two in the side tunnel of the cave
* On top of the speaker tower
* Among the roots of the big tree
* On the trampoline leading to the Challenge Marker
* On a rock near the cave entrance (requires Levitation)
MAIN CAMPGROUNDS & PARKING LOT
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Beneath the ramp to the main lodge
* Past a gap in the fence on the path to the Kid's Cabins area
* On top of the southeast speaker platform
* On top of the northeast speaker platform
* On top of the southwest speaker platform
* On the roof of the lodge
* On the sub-roof of the lodge
* On the tightrope between the eastern speaker platforms
* Behind a tree in the southeastern corner of the map
* In the outhouse next to the parking lot
* On the curb of one of the parking spaces
* On top of the large stump in the center of the parking lot
(requires Levitation)
* On top of the Jeep in the parking lot
* On top of the basketball goal in the parking lot
* On a rock near the broken bridge
* On a platform that is reached from the broken bridge
* On top of the big entrance sign
* On top of a rock along the path between parking and the lodge
GPC AND WILDERNESS AREA
~~~~~~~~~~~~~~~~~~~~~~~~~
* On top of the hollow-log bridge
* Under the geodesic domes
* On top of the center geodesic dome--the one leading to
Sasha's lab
* Three on tree branches surrounding the geodesic domes
* On top of the cave entrance leading to the Boathouse & Beach
* Behind a tree on the hill east of the cave entrance
* Four on the ground around the outside of the GPC fence
* Two on rocks outside the northwest corner of the GPC fence
* On a large rock near the old shack
* On a ledge above the old shack
* In a hollow log leading down from the ledge above the old shack
* On the bank of the river opposite the log that comes down from
the ledge above the old shack
BOATHOUSE AND BEACH
~~~~~~~~~~~~~~~~~~~~~
* Two under the walkway leading to the main campgrounds
* Behind some plants next to the boathouse entrance
* On a cave ledge behind and above the boathouse
* On the large mast above the boathouse
* On a rope leading to the small mast above the boathouse
* On the roof of the boathouse dock
* On the roof of the bathysphere dock
* On the small dock next to the large rock in the middle of the lake
* On a small rock in the lake
* On the floating pier
* On the beach behind a rock outcropping
* On a ledge above the beach
* On a higher ledge above the beach
* Two located in the trees, swing from the high ledge above the beach
RECEPTION
~~~~~~~~~~~
* Two on the hill in the middle of the swamp
* Next to the tree surrounding an old truck, east of the swamp
* In a cave behind the waterfall
* Two on rocks above the waterfall
* Three on the supports of the broken mine track
* On the large tree with a cold campfire beneath
* Two on rocks to either side of the cold campfire
* At the entrance to the mine tunnel
* Three in the mine tunnel
* On tope of the mine tunnel exit
* Two on a rope stretching across the middle of the area
* On the ground near the janitor's trailer
* Behind a gravestone, west of the janitor's trailer
ASYLUM GROUNDS
~~~~~~~~~~~~~~~~
* On a ledge leading up to the tower gates
* On a column inside the main gates
* To the left of the main entrance into the tower
* At one end of the side passage around the tower
ASYLUM LOWER FLOORS
~~~~~~~~~~~~~~~~~~~~~
* On a rock next to the top of the elevator
* Two on ledges against the outer wall
* In Edgar's room
ASYLUM UPPER FLOORS
~~~~~~~~~~~~~~~~~~~~~
* At the end of the first hallway
* In a bedroom at the top of the first set of stairs
* At the bottom of the elevator shaft
* Two on the floor before reaching the first set of open-air rooms
* Three on the outside wall of the open-air rooms
* Bedroom at the top of the twisted stairs
* Floor of the green sludge room
* At the top of the rebar ladder near the floor of the sludge room
* First set of wood platforms in the sludge room
* On the inside ledge after you get Dogen's brain
* On the rebar that you climb to reach the circular hallway
* On a wood platform next to Crystal's brain
* At the end of the rail near the top of the level
DR. LOBOTO'S LAB
~~~~~~~~~~~~~~~~~~
* At the foot of the ladder leading into the lab
* In the lab
* Two on the circular walkway outside the lab
~~~~~~~~~~~~~~~~~~~~~~
[3.3] SCAVENGER HUNT
~~~~~~~~~~~~~~~~~~~~~~
Upon entering the Main Campgrounds for the first time, you'll be given a
scavenger hunt list by Ranger Ford Cruller. There are sixteen items on the
list. For each eight items you find and turn in to Ranger Cruller, you will
receive four ranks. Ranger Cruller spends his time in the GPC & Wilderness
area, just west of the Geodesic domes. Specific information on how to reach
each item is given in the Walkthrough.
* Cherry Wood Pipe: near a tree in the southeastern corner of the
Reception area; the tree is growing around an old truck
* Condor Egg: in a nest in the swamp in the Reception area
* Dinosaur Bone: up a tree in the Reception area, the tree is just
east of the janitor's trailer and has a cold campfire beneath it
* Diver's Helmet: in a cave above the boathouse, requires Levitation
* Eagle Claw: on a platform reached from a broken bridge just east of
the parking lot
* Fertility Idol: in a beehive near the janitor's trailer in Reception,
use Psi Blast to break open the beehive
* Fossil: on a ledge in Sasha Nein's lab
* Glass Eye: behind a grate at the end of the river in the Wilderness,
requires Telekinesis
* Gold Doubloon: under the main lodge, on the south side
* Gold Watch: over the fountain in the Asylum Courtyard, available only
after you've completed the Milkman Conspiracy
* Golden Acorn: guarded by a squirrel on the ground just below the
Pirate Scope, requires Invisibility
* Miner's Skull: stuck in a geyser in the Wilderness, requires Shield
* Pirate Scope: on a high rock east of the cave entrance from the GPC
to the Boathouse & Beach
* Psychonauts Comic #1: on a ledge above the beach
* Turkey Sandwich: in a freezer in the cave in the Kid's Cabins area,
requires Pyrokinesis
* Voodoo Doll: inside the main lodge, on the rafters over the stage
~~~~~~~~~~~~~~
[3.4] BRAINS
~~~~~~~~~~~~~~
By the time you reach the Thorney Towers Home for the Disturbed, all the
brains of the campers have been stolen. You will find them lying around the
Asylum areas. Return them to Ford Cruller for increases to your maximum
mental health.
* Benny: Asylum Upper Floors, in a bathroom at the top of the first set
of stairs
* Bobby: Asylum Upper Floors, in a room beside the first pipe you grind
* Chloe: Asylum Lower Floors, on a ledge above a broken wheelchair
* Chops: Asylum Lower Floors, on a ledge on the outer wall
* Clem: Asylum Upper Floors, in the locked room next to the room blocked
by a chair, drop down through the ceiling to get the brain
* Crystal: Asylum Upper Floors, on a wood platform below the curving
hallway
* Dogen & Phoebe: Asylum Upper Floors, on ledges on the outside of the
wall of the green sludge room
* Elka: Asylum Upper Floors, on the outside wall of the first set of
open air rooms
* Elton & Mikhail: circular walkway around Dr. Loboto's lab
* Franke: to the right of the main entrance into the Asylum
* J. T.: just inside the main gates into the Asylum,
nestled in the hedge
* Kitty: on a ledge outside Gloria's arbor
* Maloof: Asylum Lower Floors, on a ledge against the back wall
* Milka: Asylum Lower Floors, carried in a basket by crows
* Nils: Asylum Upper Floors, on the wood beam at the end of the level
* Quentin: Asylum Upper Floors, in a window near the floor of the
green sludge room
* Vernon: foot of the ladder leading into Dr. Loboto's lab
________ ________
/ \ / \
/ \ / \
/ \ / \
| | ___ | |
| [4] |-/ \-| WALKTHROUGH |
| | | |
\ / \ /
\ / \ /
\________/ \________/
~~~~~~~~~~~~~~~~~~~~
[4.1] KID'S CABINS
~~~~~~~~~~~~~~~~~~~~
Psi Cards: 12
Challenge Markers: 1
Scavenger Hunt: 1
Start a new game. After an extended cutscene introducing the story, you
have to create a profile for yourself. Each profile has five savegame
slots, plus an autosave. After you have created your profile, you'll meet
Ford Cruller in a dream and be introduced to the camera controls and the
concept of Psi Challenge Markers and Psi Cards. You then wake outside your
cabin.
Before heading off to Coach Oleander's Basic Braining class, explore the
area. You'll find arrowheads scattered about. Stand next to the purple gas
emission and press USE to dig up an arrowhead. You can find a Psi Card
right next to your cabin, as well as in the outhouse close by. (USE the
door to open the outhouse.) There's also a Psi Card underneath the ramp
leading to the classroom and another among the roots of the big tree on
which the classroom is built.
Beside a another cabin, you'll meet Dogen and find a trampoline. Double-
jump on to the trampoline to get to the roof of the cabin (Psi Card), then
walk across the tightrope to the roof of your cabin (another Psi Card).
From your roof, swing from the branches across to some netting on a tree,
then climb up to reach a ledge leading into a cave (Psi Card). Enter the
cave and explore, learning about sliding in the process. At the bottom is a
freezer with a turkey sandwich frozen in a block of ice. This is one of the
scavenger hunt items. You can't get it now, but note its location so you
can come back and pick it up later.
Use the netting to climb halfway up the cave and use the side tunnel to
exit, picking up two more Psi Cards in the process. Go back and trampoline
up to the roof of the first cabin again. This time, walk only halfway along
the tightrope, then press CANCEL to drop and grab the rope with your hands.
Swing to the trapeze hanging from the nearby tree, then swing to a high
trampoline. Pick up another Psi Card, then jump up to the ladder and climb
up to get a Psi Challenge Marker.
Drop back down and find the pole near the big tree and climb it to a
speaker platform. There's another Psi Card here. That makes 11 of the 12
Cards; you can't get the 12th until you have Levitation. Jump to the
trapeze and swing across to the ladder and climb to the platform leading
into Basic Braining class. It's time to learn the rules of the game.
~~~~~~~~~~~~~~~~~~~~~~
[4.2] BASIC BRAINING
~~~~~~~~~~~~~~~~~~~~~~
OBSTACLE COURSE 1
~~~~~~~~~~~~~~~~~~~
Figments: 73
Cobwebs: 0
Vaults: 0
Enter the classroom and talk to Oleander. Tell him you're ready to go and
enter his mind. After the short cutscene, ATTACK the wall where the picture
is being shown and enter the first phase of the Basic Braining Obstacle
Course. Follow the path, jumping or double-jumping as necessary. You'll
soon find your first figment and receive a description of how they work.
Just beyond that figment is a steamer trunk. The tag is just over the next
gap, so go grab it and return to sort your first baggage. Proceed to the
ladder and climb over the tower. On the other side, pick up the suitcase
tag and climb the pole to the top of the wall. Climb another pole to the
top of the tower, then head down the ladder on the opposite side.
There are fire vents on this side of the tower, so time dropping down the
ladder with the fire coming from the vents. At the bottom is a broken
bridge and a cutscene with your favorite bully. Drop down the ladder on
this side of the bridge, then choose one of two routes:
1) Climb the ladder to the other half of the bridge.
2) Go around behind the tower you just descended to find a Classified Route
through a hole in the ground.
It doesn't matter which way you go, but to collect all figments, you must
take both routes. You will have to come back here later to finish sorting
baggage and collecting cobwebs, so just take either route now and remember
to use the other route when you return.
Whichever route you take, you'll eventually find yourself at a set of
stairs leading up to a gun emplacement. Jump up to the ledge where the guns
are, but hang from your hands rather than jump all the way up. Shimmy
across and jump up onto the ledge after you've passed the guns.
From this point, drop down to your left and go through a hollow rocket to
reach the suitcase. Then climb back up and use the trampolines to reach a
wall covered with netting. Climb the wall slowly, as sections of it are
blown out by artillery fire.
At the top of the wall is a minefield with Dogen standing nearby. Don't
talk to Dogen yet, just step carefully through the minefield collecting
figments--each mine here is instant death if you trigger it. After you have
the figments, return to Dogen and talk to him.
He wants you to lead him through the minefield. Agree and slowly lead him
through the largest gaps on the right side of the field. Every time he gets
nervous, talk to him to keep him following you. Once you get him safely
through, he'll give you five arrowheads.
Now climb the flagpole, pushing the flag to the top, to open the door into
an airplane. Enter the plane, collect the figments, then punch open the
side door and jump.
OBSTACLE COURSE 2
~~~~~~~~~~~~~~~~~~~
Figments: 79
Cobwebs: 3
Vaults: 2
Course 2 begins with a game. Psi Bomb the large button in the center and
watch for enemy targets to pop up. Punch 20 targets within the 60-second
time limit and the gate will open, allowing you to continue. As you rack up
points, the targets start showing for shorter lengths of time. When this
happens, just stand in one spot near the inner circle and punch anything
that comes near you. You should score 20 points with a few seconds to
spare.
NOTE: You can keep playing this game at harder and harder difficulties,
receiving greater rewards--up to a bonus rank.
Beyond the gate is your first vault. Punch it to unlock one of Oleander's
memories. Then punch the large wooden enemy target to form a bridge and
advance to an open field with a large gun at the end. The gun fires
continuously, but you are protected by a brick wall. You have to punch this
wall to knock it down and cause another to pop up. Quickly run/jump to the
other wall and repeat the procedure until you punch the last wall and
disable the gun.
Return through the field picking up anything you missed, including the
hatbox tag and the hatbox. Then climb to the top of the gun turret, pick up
the dufflebag tag and Psi Bomb the boards to drop into a hole and continue
through the course.
Climb the flag pole to open the door, then slide through the tunnel. Swing
from pole to pole to climb the next wall and find the dufflebag. Then climb
the next wall. Once you reach the platform, punch the cracked wall and step
through. You find your first cobweb, but you can't do anything with it now,
so jump to the lowest tightrope and jump from rope to rope to get to the
next platform.
Punch the cracked wall, then drop down below the trapeze to pick up some
figments. There's also another cobweb here with a vault behind it; you'll
return later to get this. Jump back up to the trapeze and swing across to
the first platform. Pick up the purse tag, climb the ladder, jump to the
piece of airplane tail to your right and continue jumping over the pieces
of plane to get to the purse. Congratulations, you've unlocked some concept
art and gained a rank.
From the purse, jump back to the platform above where you got the tag, then
walk the rope to another platform. Jump to the right side of the trapeze,
then swing to another trapeze, switch directions and jump to a platform.
You can see the third cobweb below you; when you return later you can float
down to it, then float down to the middle of the rails. Continue climbing,
swinging and jumping until you reach the rails. Ride the rails downward,
jumping from one to another to collect figments and avoid the enemy
targets.
You should be riding the center rail as you reach the end. Make sure you
jump over Bobby Zilch to reach the exit.
OBSTACLE COURSE FINALE
~~~~~~~~~~~~~~~~~~~~~~~~
Figments: 11
Cobwebs: 2
Vaults: 0
After a short walk you arrive at a fiendishly tricky sequence in which you
must travel along a series of platforms (logs) that are rotating. Stay on a
platform too long and you'll slide off. Run onto the next platform too
quickly, and you'll slide off. You get the idea. Just take it easy, keep
moving and wait for the platforms to rotate underneath you before
advancing.
As you come off the logs, there's a cobweb for later collecting, then ride
the rail to reach the end of the course. The final cobweb is in front of
the white door. Go through the door into the white hallway and advance
toward the curtain to trigger the cutscene where you earn your Basic
Braining Merit Badge.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.3] MAIN CAMPGROUNDS & PARKING LOT
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Psi Cards: 18
Challenge Markers: 1
Scavenger Hunt: 3*
* One of the scavenger hunt items is inside the lodge, which is considered
a separate area in the game. So you will only see 2 scavenger hunt items
reported in your journal for the Main Campgrounds.
After the cutscenes, press CANCEL to stow the button Sasha gave you in your
backpack. You can now enter the main campgrounds, so do so (after paying a
one-time toll of one arrowhead). As you enter, you'll get your scavenger
hunt list. Collect any eight items and turn them in to earn four ranks.
Collect and return the other eight to earn four more ranks.
Just past the entrance, pick up a Psi Card on the other side of a gap in
the fence. You can pick up the Gold Doubloon scavenger item from a nook
underneath the south side of the lodge. There's also a Psi Card under the
ramp that leads up to the lodge. Go to the southeastern corner of the lodge
and look south of the speakers to find another Psi Card behind a tree. Then
climb the pole to the southeastern speaker platform.
Get the Psi Card from the platform, then walk the tightrope to the
northeastern speaker platform, picking up a Psi Card on the way. Get
another Psi Card from the other platform, jump over to the roof of the
lodge and get the Challenge Marker from the peak. Down the other side of
the roof is a small platform with another Psi Card and a tightrope. Turn
around and face east and double-jump to the brown wood sub-roof. Walk under
the green roof for another Psi Card. Jump down and head for the
southwestern speaker platform to get your eighth Psi Card.